Andy Gilbert
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Posts posted by Andy Gilbert
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Ok, will try it. Is there any included models then? As i cant find any in the DarknessAwaitas project?
Im getting the feeling your assuming im talking about leadwerks 2?
Andy
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Included tree models? Where are they? I missed them (but also cant find them)
Thanks
Andy
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IS there any chance shadow mapping can shadow objects taking into acount the alpha texture?
For instance, we now have terrain, to put any veg or tree's inside then render shadow, the shadows are horrible as they use the goemetry of the planes (so buig square shadows) not the alpha of the leaves ETC.
Thanks
Andy
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You could at least have it as an option in the editor?
Andy
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I seems to have problems when I use that skydome. Plus its not a skybox which is much better. Is there any implimentation of a skybox, there seems to be stuf within leadwerks 3 that hint you can but not docsor anything about it. You can create cubmaps and there a shader that gets loaded with the editor?
Andy
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From a Clean install of leadwerks 3, and a new lua project from within the editor, you cant run the project, Which firstly i dont think is good.
So i opened the project in VC++ and when i try to rebuild i get the errors saying cannot convert some files and then the following in the leadwerks log window.
Converting "projects\windows\debug\rca10140"... Error: Failed To Load file "D:/Leadwerks3_2/Projects/test/Projects/Windows/Debug/RCa10140". Error: Failed to convert file "projects\windows\debug\rca10140". File does not exist: D:/Leadwerks3_2/Projects/test/Projects/Windows/Debug/RCa10140.bmp Converting "projects\windows\debug\rca10140"... Error: Failed To Load file "D:/Leadwerks3_2/Projects/test/Projects/Windows/Debug/RCa10140". Error: Failed to convert file "projects\windows\debug\rca10140". Converting "projects\windows\debug\rda10140"... Error: Failed To Load file "D:/Leadwerks3_2/Projects/test/Projects/Windows/Debug/RDa10140". Error: Failed to convert file "projects\windows\debug\rda10140". File does not exist: D:/Leadwerks3_2/Projects/test/Projects/Windows/Debug/RDa10140.bmp Converting "projects\windows\debug\rda10140"... Error: Failed To Load file "D:/Leadwerks3_2/Projects/test/Projects/Windows/Debug/RDa10140". Error: Failed to convert file "projects\windows\debug\rda10140". Converting "projects\windows\debug\rca08080"... Error: Failed To Load file "D:/Leadwerks3_2/Projects/test/Projects/Windows/Debug/RCa08080". Error: Failed to convert file "projects\windows\debug\rca08080". File does not exist: D:/Leadwerks3_2/Projects/test/Projects/Windows/Debug/RCa08080.bmp Converting "projects\windows\debug\rca08080"... Error: Failed To Load file "D:/Leadwerks3_2/Projects/test/Projects/Windows/Debug/RCa08080". Error: Failed to convert file "projects\windows\debug\rca08080". Converting "projects\windows\debug\rda08080"... Error: Failed To Load file "D:/Leadwerks3_2/Projects/test/Projects/Windows/Debug/RDa08080". Error: Failed to convert file "projects\windows\debug\rda08080". File does not exist: D:/Leadwerks3_2/Projects/test/Projects/Windows/Debug/RDa08080.bmp Converting "projects\windows\debug\rda08080"... Error: Failed To Load file "D:/Leadwerks3_2/Projects/test/Projects/Windows/Debug/RDa08080". Error: Failed to convert file "projects\windows\debug\rda08080".
It still builds fine in VC++ but I get the above errors in leadwerks log at the bottom.
EDIT: If i let the project runtime window (thats "not responding") it eventually loads (about 3-4 minutes) BUT at around 1 fps and crashes with any input. Yet Real time renderer in editor runs at 250+fps
EDIT: If i run my project and dont touch it, evntualy after about 10 mins it works and runs fine? 10 minute loading, there is only a terrain and some CSG?
Andy
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There needs to be some sort of terrain outline in the other viewports so you can see where your moving CSG and models to in relation to the terrain. Just like 3d World Studio.
Andy
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A handy feature is to fill a texture layer accross the terrain, handy for doing cliffs ETc. You set the slop constrinats then fill texture.
Andy
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From initial test, both imports from L3DT and World Basic the height scale is really big! In Leadwerks 2 there was an option to vary this, do we not have that feature in Leadwerks 3?
Is there any chance it can be lowered, Terrains just look completly different when imported simply becase small elevations become huge.
Andy
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The addition of terrain is great, but im starting this as im getting some issues that i thought i would share.
1. Im getting alot of random Exception Violation, a repeatable one is when i try to add new terrain to a previous project. This has also happened twice whilst loading the darkness awaits project, yet other times it loads fine.
2. Newly created projects arnt appearing in the project manager? If i import it, and then try to load it, i get and exception, upon restart its still not in the project manager.
3. Updated projects: When i try to load the project i get Exception_illegal_instruction and it closes.
4. I have since manually added a new project to config (due to issue 2 above) and it appears in proj manager,when i try to load it, it crashes with Exception_illegal_instruction.
So as it stands, i cant load previous projects, or create new ones?
Andy
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Ahh i see. Sounds good and look forward to it.
Andy
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I'm not telling it too? I assume the editor automatically does this? How would I tell it not to when using the editor and lua and running the project from within the editor?
Andy
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Ok. Is or will there be an option to not use navmesh at all?
Andy
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Ahh I see. Even easier then.
Thanks
Andy
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Of course. Sorry i should have put this for others. When you have a entity referenced that has a script attached with variables initialised within. Its a simple case of:
myVar = self.entity.script.VarName
As a side note, i got this from looking through darkness awaits scripts.
Andy
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Ignore, ive done it. Easy actually
Andy
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Ive got myself a little stuck using lua in editor.
I have objects with scripts attatched and one of them uses the:
Script.entityName = nil --entity "Pivot"
so i can reference to that entity within the script, this entity also has a script attatched with some variables set. As i can now access the entity's properties such as GetPosition, GetRotation ETC, How would I access the entities scripts variables?
Thanks
Andy
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Whilst porting my flight code over, for a terrain ive been using a single CSG box as a ground plane.
But ive noticed the bigger i make it, the longer loading and slower it gets why is this?
Making a really big single CSG box makes my project lock-up at runtime for a good 20 - 30 seconds before it comes back to life. What is it doing?
Make it small and it loads faster, make it smaller again and it loads instantly.
Andy
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Anyone know of any of the above? Even the size would be good? In leadwerks 2 we had a size in km that we coult relate to, what this to be in leadwerks 3?
Thanks
Andy
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I also really wish upon these basic features. Such simple features that make workflow horrible when not there. Camera gizmo and multiple selections definitely.
Andy
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Just a few questions regarding the upcoming terrain.
What will the maxium size be?
Will there be any "environment" entity for skybox etc?
And im assuming nothing with this one, but whats terrain without vegetation?
Will there be any vegetation system? Ive imported vegetation models, but shadow mapping seems to not use the alpha, instead it uses the geometry, giving unpleasent shadowing.
Thanks
Andy
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Ok, if really needs be ill post an example, but the example will be a new project, with a CSG box and the script i posted in my OT?
Its no real example, it simply shows that torque is not being added locally. And while it hard to show, i belive there is issue going on with AddForce as there was very strange things happeneing whilst i was trying to get things working..
But now, i can say as a bug report.
AddTroque applys the torque globally regardless to weather you set its paremeter to true or false.
Andy
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Thats exactly the issue though Josh, When you use
self.entity:AddTorque(torque,false)
to an object, it does not rotate around its own local axis?
If I use
self.entity:AddTorque(Transform:Vector(torque,self.entity,nil))
then the object appears to rotate correctly around its own axis, even though that doesnt make sense as it is supposidly converting the given vector from local to global....
I feel like there alot of defence about this even though this is a bugs forum. There has been quite alot of complaints popped up recently regarding physics and its strange behaviours. All i ask is if you Josh or someone can have a good look into the physics, have a play and see whats going on. It really doesnt take much to see the strange happenings appear.
Andy
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Ok, but i dont really get this demo thing? I provided a script in my OP that shows the issue im having, wants the point in zipping up a complete project when all josh needs to do is start leadwerks 3, draw some CSG and add the script? As thats all the demo will be... If anything its a waste of server space?
But if thats whats needed then so be it.
Andy
Shadow mapping models Alpha?
in General Discussion
Posted
Sorry i meant lightmapping then I just to make an outdoor scene look good, but qas soon as you calculate lighting with any tree's or veg the shadows are all squared like explained above.
Andy